1.0 - The Frame
But not in safety.
Start in a wet and dingy dock town. receive letter to meet with organization that wants to get rid of the side effects of magic. players meet up in a shady looking building. dark and secretive. 3 others in there. the "leader" of the meeting, the traitor, and the contact. meet and converse. Things get too quiet. they are attacked by secret sect of Paritet, their location made known by the traitor. "leader" is brutally murdered immediately. Traitor "holds back the attack" while other manage to escape, despite traitor trying to get them killed as well. Contact tells them he'll take to the docs as a distraction and meet the party in the capital after they take the land path there.
Plot points/Scenes
They exit the tower with a resounding crack and flash of light as the lightstone beacon explodes. Valgyr is right behind them. He tells them to flee north, take the pass and meet him in the slums of Lyston. Follow the symbols to the safehouse. Symbol is the triangle with a line above and a line below. He's going to cause a distraction at the docks while they flee. They flee, needing to make a stealth check as town guards rush by to the lighthouse. They eventually make it out of town into the cold and dark woods between Litenhavon and Fellbe.
Relations
Allies
Adversaries
Backdrops
Locations
Threats
Encounters
Horned Devil
Devil’s Sight. Magical darkness doesn’t impede the devil’s darkvision.
Magic Resistance. The devil has advantage on saving throws against spells and other magical effects.
Actions
Multiattack. The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.
Fork. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 2d8+6 piercing damage.
Tail. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 1d8+6 piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 3d6 hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 3d6 . Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Hurl Flame. Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 14 4d6 fire damage. If the target is a flammable object that isn’t being worn or carried, it also catches fire.
Cult Fanatic
The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The acolyte has following cleric spells prepared:
1st level (4 slots): command, inflict wounds, shield of faith
2nd level (3 slots): hold person, spiritual weapon
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Actions
Multiattack. The fanatic makes two melee attacks.
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 1d4+2 piercing damage.
Fanatics[/b[ are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else.
Player's Handbook
Eldritch Blast
0-level (Cantrip) Evocation
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At higher levels: The spell creates more than one beam when you reach higher levels:
Two beams at 5th level
Three beams at 11th level
Four beams at 17th level.
You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
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